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dm2conv.txt
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1994-12-16
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179 lines
=======================
DM2CONV v1.2
by Vincenzo Alcamo
=======================
This tiny program converts DOOM levels for use with DOOM II.
The texture remapping is enabled with the /TEXTURE switch: this switch is
required if you use the original copy of DOOM II (see TEXTURE REMAPPING).
NEW in this version is MUSIC remapping (see SPECIAL NOTES at the end).
** AN OPTIONAL CAPABILITY OF DM2CONV IS TO REPLACE THINGS **
------------------------------------------------------------
Suppose you want to play SNIPER.WAD with the Super Shotgun: what to do?
Simply run the following command:
DM2CONV SNIPER SNIPER2 SHOTGUN=SUPERSHOTGUN /TEXTURE
and every shotgun is magically changed into a Super shotgun!!
In the same manner you can add DOOM II's new monsters:
DM2CONV SNIPER SNIPER2 SERGEANT=REVENANT@5% /TEXTURE
and a 5% of seargents will become Revenant.
This version doesn't support difficulty levels: it is possible, with a
monster substitution (ex: TROOPER=MANCUBUS@1), to change an object that
will appear only in IMTYTD (I'M TOO YOUNG TO DIE) level, making the
game too much difficult than was intended to be.
I apologize for this, but REAL doomers plays only in ULTRAVIOLENCE mode!
** TEXTURE REMAPPING **
-----------------------
Texture remapping is enabled with the /TEXTURE switch.
It works by reading the SIDEDEFS portion of a level and look for
any texture name that DOOM2 doesn't support and replace that with
another texture.
Texture remapping is smart: textures are replaced with similar ones.
Remapping is *required* if you use the wads with an original copy of DOOM2.
Otherwise, you can use the DM2MKWAD utility to build DM2CONV.WAD, a patch
wad file containing all the missing textures.
Execute DM2MKWAD and read the instructions: no data will be changed!
** DMT **
---------
Included in this version of DM2CONV is DMT: my first program developed
for DOOM, but never released (until now).
Please note that DMT is not related with DM2CONV: I distribute it here
because I think DMT could be of some help to someone.
DMT fully supports DOOM, but not DOOM2 although many options work well
with DOOM2 wads.
I may write a full DOOM/DOOM2 compatible version if there is enough
interest in this type of program.
DMT has no documentation yet: if anyone can (and will) write one,
he/she should contact me (I'm Italian: my English is poor);
however just type DMT to get a list of known commands: type
DMT HELP command to get help about any commands.
DMT is both a batch tool and a command-line program.
=== PLEASE, READ THE FOLLOWING PARAGRAPH =====================================
The programs DM2CONV and DM2MKWAD and their sources are PUBLIC DOMAIN.
The program DMT is PUBLIC DOMAIN.
You can freely distribute these programs in any form.
For comments, bug reports, suggestions, etc.. please contact the author:
snail-mail: (this address should not vary, postcards are welcome)
Vincenzo Alcamo
via Verdi 185
40059 Medicina (BO)
ITALY
e-mail: (this address may vary in future)
alcamo@arci01.bo.cnr.it
Program History
---------------
12/14/94 v1.2 Music remapping. Other minor changes.
Sources released in the public domain.
DMT tool distributed to check reactions.
11/12/94 v1.0 The first release.
DM2CONV.PAS should be in the distribution package:
it wasn't for my fault.
=== THE FOLLOWING TEXT IS EMBEDDED INTO THE EXECUTABLE ======================
DM2CONV v1.2 by Vincenzo Alcamo (alcamo@arci01.bo.cnr.it)
Converts DOOM maps for use with DOOM2.
DM2CONV <input> [output] [/mapnum] [/M[=num]] [/TEXTURE] [/DEBUG]
[/IGNORE] [/SEED[=num]] [/NOCHECK] [replacements]..
[/LIST] [/EXAMPLES] [/NOTES] [@response]..
input name of DOOM wad file to convert ** REQUIRED **
output name of output file (if omitted, the input file is overwritten)
/mapnum number for the first level remapped (default: 1)
/M[=num] music remapping (num is the level for the first music)
/TEXTURE convert texture names *** SEE DM2CONV.TXT ***
/DEBUG display debug information
/IGNORE make replacements even if no level is remapped
/SEED[=num] random generator seed (default: 0, randomize if num is omitted)
/NOCHECK allow the use of object numbers not in list
/LIST display the list of known objects
/EXAMPLES display replacements examples
/NOTES special notes about this program *** READ THIS ***
@response response file (text file with additional arguments)
Use /EXAMPLES, /NOTES, /LIST for additional information.
REPLACEMENT is an expression specifying object substitution:
{source}={dest[@num]}
source is the initial object, dest is the final object,
num is the number of substitutions (absolute or percentual)
You can specify more than one replacement.
Replacement expression examples:
DEM=IMP all Demons become Imps
DEM,IMP=LOS all Demons and Imps become Lost Souls
DEM=IMP@5 5 Demons become Imps
DEM=IMP@50% 50% of Demons become Imps
DEM=IMP@5,SER 5 Demons become Imps, the rest are Sergeants
DEM=IMP DEM=TRO No Demons remain for the second expression
Requests greater than available objects are adjusted proportionally:
DEM=IMP@5,TRO@15 If Demons are 9 -> IMP@25%,TRO@75%
You can substitute the % sign with #,$,& whichever you prefer.
LIST OF KNOWN OBJECTS
2007 AMM Ammo Clip 65 CHD Chaingun Dude 83 MEG Megasphere
68 ARA Arachnotron 2005 CHS Chainsaw 71 PAI Pain Elemental
64 ARC Archvile 2026 COM Computer Map 2004 PLA Plasma Gun
2015 ARM Armor Helmet 16 CYB Cyberdemon 2025 RAD Radiation Suit
8 BAC Backpack 3002 DEM Demon 2010 RCK Rocket
2048 BAM Box of Ammo 2047 ENC Energy Cell 66 REV Revenant
2035 BAR Barrel 17 ENP Energy Pack 2003 ROC Rocket Launcher
2023 BER Berserk 2018 GRE Green Armor 9 SER Sergeant
2006 BFG BFG9000 2014 HEA Health Potion 2008 SHE Shells
2024 BLR Blur Sphere 69 HEL Hell Knight 2001 SHO Shotgun
2019 BLU Blue Armor 3001 IMP Imp 2013 SOU Soul Sphere
3003 BOH Baron of Hell 2022 INV Invulnerability 58 SPE Spectre
2046 BRO Box of Rockets 72 KEN Commander Keen 7 SPI Spiderdemon
2049 BSH Box of Shells 2045 LIG Light Goggles 82 SSH Super Shotgun
70 BUR Burning Barrel 3006 LOS Lost Soul 84 SSN SS Nazi
3005 CAC Cacodemon 67 MAN Mancubus 2011 STI Stimpack
2002 CHA Chaingun 2012 MED Medikit 3004 TRO Trooper
You can specify an object by its number, its shortname, its name
or even an initial fragment of its name.
** SPECIAL NOTES **
-------------------
Notes about level remapping:
- Level remapping is performed regardless of level name:
the first level found becomes MAP01 (and so on)
- No other resources are remapped (eg: M_EPI?, etc...)
- DM2CONV acts only in one way: keep a backup of your wads.
- Secret levels are not remapped to the proper level: don't use wads
with secret levels or, at least, avoid entering a secret level.
Music remapping has 3 settings (none, /M, /M=num):
1) no music is remapped.
2) remap musics accordingly to remapped levels
D_E1M1 becomes D_RUNNIN only if E1M1 was remapped
3) the first music found becomes the music for MAP num,
the second becomes the music for MAP num+1, and so on.
For 2) and 3): the end-of-level music is also remapped.